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Innate spellcasting

you know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this
trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait.
Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for
these spells.

Arcane recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you
finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level
that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or
higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.

You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn
when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice
the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this
benefit for killing constructs or undead.

Poison spray
You extend your hand toward a creature you can see within range and project a puff of noxious gas from
your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Thunderclap.
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range,
other than you, must make a Constitution saving throw or take 1d6 thunder damage.

Toll the dead.


You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for
a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is
missing any of its hit points, it instead takes 1d12 necrotic damage.

Chromatic orb.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid,
cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack
against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

a diamond worth at least 50 gp.

False life.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the
duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.

Feather fall
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per
round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land
on its feet, and the spell ends for that creature.

a small feather or a piece of down

Find familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad),
hawk, lizard, octopus, owl, poisonous snake, fish ( quipper), rat, raven, sea horse, spider, or weasel.
Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is
a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own
initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you
cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension.
Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or
disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an
action, you can see through your familiar's eyes and hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you
instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms
into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the
spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you
cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Mage armor
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the
spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor
or if you dismiss the spell as an action.

Ray of sickness.
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Blindness/Deafness.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution
saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of
each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Crown of madness.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or
become charmed by you for the duration. While the target is charmed in this way, a twisted crown of
jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a
creature other than itself that you mentally choose. The target can act normally on its turn if you choose no
creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends.
Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Spiritual weapon.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell
again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the
weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble
that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.

Melf’s acid arrow.


A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged
spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage
at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial
and later) increases by 1d4 for each slot level above 2nd.

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